Oh A Hunting We Shall Go FWW Scenario
Oh A Hunting We Shall Go FWW Scenario
2 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
CONTENTS
OH A HUNTING WE WILL GO
Story 4
Scenario Aim 4
Scenario Requirements 4
Scenario Rules 4
Battlefield Setup 6
AI Settings: AI Operators and Disciples 6
VTA Profiles, Faction, and AI Cards 7
The Disciples 11
The Pack 11
The Operators 11
AI Cards 11
OH A HUNTING WE WILL GO
MASON AND HIS DOGS GREET YOU IN THE ONLY WAY THEY KNOW HOW
4 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
Hiding Spot Game Duration
The Hounds have a whiff of some Gazelles nearby, meaning it is 8 Rounds.
time to spook them out of their Hiding Spot. Each Investigation
Marker is a Hiding Spot. This scenario uses a mixture of Multiple Players
Investigation Markers to represent these. Some will be numbered on This scenario can be played in 2-player mode or with three players.
the underside, whereas others will be blank. A Hiding Spot cannot be Players can choose between playing Pack, Operators, or Disciples.
interacted with like a regular Investigation Marker. Any force not chosen by a player will be AI controlled. Players
building their own forces should use models totalling up to 300
A Hiding Spot is flipped when a model completes a Move Caps from their respective Nuka-World gang.
within Yellow distance. No roll or Action is required for this. If a
numbered Investigation Marker is revealed, a Gazelle has been The Caps amounts here are just suggestions. Do not feel like
found. The Investigation Marker is kept on the battlefield, face up. you need to hit these exactly - the story is more important than
If a blank Investigation Marker is revealed, that Hiding Spot was counting every single last Cap!
empty and the marker is discarded.
VICTORY CONDITIONS
Hounds can look at any Hiding Spot when they complete a
move within Red distance. The Investigation Marker is flipped End Round 8 with more Carcass Investigation Markers
over to check the underside, then placed face down again. No roll Major Victory
in your deployment zone than both other forces.
or Action is required for this.
End Round 8 with more Carcass Investigation Markers
Gazelle Minor Victory
in your deployment zone than one other force.
Once revealed, a numbered Investigation Marker is a Gazelle.
A Gazelle has the following stats:
End Round 8 with the same number of Carcass
Draw Investigation Markers in your deployment zone as
:5 :1 :1 :2 both other forces.
Carcass
An Unengaged model in base contact with a Carcass may Interact
with the Carcass and place it on their unit card. If a model carrying
a Carcass is removed from the battlefield, spin or flip the Advantage
Marker and place the Carcass on the battlefield Orange distance
away from the removed model, in the direction indicated by the
Advantage Marker. Other models may Interact with this Carcass as a
Free Action. This will place that Carcass on their unit card. A model
can only have one Carcass on its unit card.
6 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
VTA PROFILES, FACTION, AND AI CARDS
VTA Profiles
SKILLS
MASON S tr 7
RAIDER, THE PACK P er 6
SPECIALTIES E nd 7
Energize: When this model is activated, gain two . C ha 4
When another friendly model within and LOS is activated they can discard one to I nt 4
gain
QUICK ACTIONS 1
Weapon Type Short Range Long Range Damage Effects Crit
Improvised Weapon 1
SKILLS
HOUND S tr 4
RAIDER, THE PACK P er 7
SPECIALTIES E nd 6
Senses: Does not need LoS to a target to use Charge. C ha 3
I nt 3
A gi 5
L uc 2
79 ARMOR
CAPS 2
AWARENESS ABILITIES GEAR Dog Bite 2
MOVE
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
Dog Bite 2 2 + 2
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
Dog Bite 2 2 + 2
SKILLS
NISHA S tr 5
RAIDER, DISCIPLE P er 6
SPECIALTIES E nd 7
Hit and Run: May break engagement without causing a free attack. C ha 5
Evasive: -2 to hit at long range. I nt 7
A gi 7
L uc 3
177
CAPS
ARMOR
Disciples Light Armor,
3
AWARENESS ABILITIES GEAR Plasma Pistol, 3
MOVE
Disciples Blade,
QUICK ACTIONS x4 Fragmentation Grenade -
Weapon Type Short Range Long Range Damage Effects Crit
Plasma Pistol x 2 / 2 + 2
Weapon Type Short Range Long Range Damage Effects Crit
Disciples Blade 2 3 + 2
Weapon Type Short Range Long Range Damage Effects Crit
Fragmentation x 2 :
Grenade
1-2 3-4
8 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
SKILLS
SAVOY
S tr 6
RAIDER, DISCIPLE
P er 6
SPECIALTIES E nd 6
Purpose: Resistant to C ha 4
I nt 6
A gi 5
L uc 2
143 ARMOR
CAPS Disciples Heavy Armor 4
AWARENESS ABILITIES GEAR Combat Shotgun, 4
MOVE
Disciples Blade
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
Disciples Blade 2 3 + 2
SKILLS
WILLIAM
S tr 5
RAIDER, OPERATOR P er 6
SPECIALTIES E nd 6
Look Out: If unengaged, may take weapon damage suffered by friendly model within C ha 5
and LoS (prior to armor roll) Once per round.
I nt 6
A gi 4
L uc 3
121 ARMOR
CAPS Heavy Operators Armor
4
AWARENESS ABILITIES GEAR Handmade Rifle, 5
MOVE
Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
Handmade Rifle 2 4 + 3
Weapon Type Short Range Long Range Damage Effects Crit
Improvised Weapon 1
Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
Handmade Rifle 2 4 + 3
Weapon Type Short Range Long Range Damage Effects Crit
Improvised Weapon 1
Faction Rules
10 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
THE DISCIPLES THE OPERATORS
Favoured Weapons Favoured Weapons
Automatic Handmade Rifle: Add to made with this Sniper Handmade Rifle: Add to made with this weapon.
weapon.
Persuasion Grenades: Add to made with this weapon.
Disciples Blade: Add to made with this weapon.
Faction Perk
Faction Perk Ace Operator: Model gains on all actions with a
Chosen Disciple: If this model eliminates an enemy model silenced weapon. This perk can only be used by an Operator model
with a action it immediately gains one Quick Action Point. (or Sole Survivor in an Operator force).
This Perk can only be used by an Disciples model (or Sole
Survivor in an Disciples force). (Sub) Faction Rules
Bullies: If there are two or more friendly Operator models within
(Sub) Faction Rules of each other they gain .
Don’t Get Caught: If a Disciples model eliminates an enemy
model while out of LoS of any other enemy model, they make Operator models cannot wear Power Armour.
an immediate .
THE PACK
Favoured Weapons
Automatic Handmade Rifle: Add to made with this
weapon.
Faction Perk
Pack Alpha: Model gains +1 on all armor values. Model gains
on all combat actions. This Perk can only be used by a Pack
model (or Sole Survivor in a Pack force).